Article Open Access http://dx.doi.org/10.26855/jhass.2023.01.025
Analysis on the Motivation of Live Game Streaming Audience—Taking League of Legends Live Streaming as an Example
Wendi Wu
University of Sheffield, S10 2TN, Sheffield, UK.
*Corresponding author: Wendi Wu
Published: February 9,2023
Abstract
This research would take audiences of live game streaming as subjects of the study. Besides real-life research, the paper uses the "Uses and Gratifications" theory to obtain these audiences' motivation and their behavior on live game streaming. Users' demand generates motivation. Through in-depth interviews, the paper summarizes five significant motivations for audiences to watch online game streaming: the pursuit of presence, entertainment and recreation, communication and seeking identification, improving game skills, and pursuing stars. Game live-streaming can effectively satisfy its audience regarding decompression, emotional, social, and personal integration needs. For two different types of live-streaming audiences, the apparent difference between them lies in the level of cognitive needs. For example, game players tend to focus more on the game itself and improve their understanding of the game by watching the live broadcast. On the contrary, non-players will focus more on anchors themselves to satisfy their curiosity about the unknown content.
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How to cite this paper
Analysis on the Motivation of Live Game Streaming Audience—Taking League of Legends Live Streaming as an Example
How to cite this paper: Wendi Wu. (2023) Analysis on the Motivation of Live Game Streaming Audience—Taking League of Legends Live Streaming as an Example. Journal of Humanities, Arts and Social Science, 7(1), 179-182.
DOI: http://dx.doi.org/10.26855/jhass.2023.01.025